Virtual Reality Equipment

Virtual Reality Equipment

Virtual Reality Equipment

Virtual reality equipment includes headsets, sensors, controllers and other accessories that allow humans to interact with VR-generated environments. It also includes software that processes 3D data to simulate a new reality.

Training: VR helps soldiers, police officers and other professionals practice for dangerous situations without putting lives in danger. It also shortens learning timeframes.

Headsets

Virtual reality (VR) headsets allow users to see simulated environments and play immersive games. To use VR, a computer generates or renders 3D video and images which are then cast to a display mounted on a headset.

To function properly, headsets must track the user’s movements using sensors like gyroscopes and accelerometers. Typically, they use a system called 6 Degrees of Freedom (6DoF) to track head movement and reposition the display on the screen.

VR headsets must also have an audio setup that provides a 3D illusion to the ears. The best headsets have easy-to-use controllers that help navigate in the virtual reality equipment headset. They also have a light form factor to make them comfortable for long sessions.

When choosing a headset for classroom use, teachers should look for one that is both ergonomic and immersive. It should be lightweight and feature a high quality screen. They should also have an ample amount of onboard storage to store applications and ensure timely updates. They should also be compatible with a PC and/or game console.

Optical Trackers

Many VR headsets and handheld controllers contain micro-electromechanical sensors — accelerometers, gyroscopes and magnetometers — that track movements. Thanks to developments in the automobile, aeronautical and computer industries these sensors are cheap, accurate and positively tiny compared to their full-sized predecessors. It isn’t an exaggeration to say that the relative success and popularity of virtual reality owes its existence to these technologies originally developed for mobile devices.

Optical tracking relies on cameras that use the same principle as stereoscopic human vision. Two cameras in close proximity see different parts of the room and feed this information to a computer that uses it to determine the position of objects.

Other optical tracking systems rely on markings — usually dots of highly reflective material — placed on known points of the person being tracked and equipment such as the HMD or handheld controllers. The fact that the system must keep the marker in sight limits the participant’s range of movement.

Cameras

The most important component of a VR system is the camera used to capture footage. The best cameras have a 360-degree field of view and are able to record footage in a format that is compatible with VR software. They also have features that help reduce motion sickness and are able to produce high-quality content.

Virtual reality equipment is being used in educational institutions to improve student collaboration and reduce social barriers. It is also being utilized by the military and the medical industry to provide real-world situations for training purposes.

A common DIY design for a VR camera involves using an oatmeal box, coffee can, or similar container that is light-tight and water-proof. Then the inside and outside are painted black, which will help prevent reflections that can cause VR nausea. A microphone can be added to the camera for recording narrations. While some VR cameras have built-in microphones, these tend to pick up ambient sounds, making it more important to use a separate voice recorder for capturing audio content. In addition, it is important to consider how the pace of movement will be captured as any quick movements can cause VR sickness.

Sensors

Sensors convert physical input into data that can be interpreted by humans or computers. They can measure things like light, heat, motion, distance, pressure or a number of other environmental variables and output the data in human-readable format, often by converting it to an electrical signal that can be sent electronically. Most of the sensors we use every day are in our keyboards, mice or smartphones – but there are many more types of sensors that exist in the world around us.

VR can introduce physiological sensors into the mix to measure the impact on a user’s visual attention, heart rate or stress levels or decode their cognitive load for applications as diverse as surgical training or virtual reality gaming. Sensors such as TDK’s SmartMotion series of MEMS motion sensors can help to make the transition between real and virtual spaces faster, easier and more immersive.

Room scale VR systems such as the HTC Vive Pro 2 and Valve Index require base stations that include tracking sensors to track your head movements in three or six degrees of freedom (XYZ). There are also tethereless headsets such virtual reality equipment as the Oculus Quest and the upcoming Vive Cosmos Elite that offer inside-out tracking, where the tracking comes from the headset itself rather than being built into the base station.

Controls

Depending on the VR system, controls can be handheld devices or attachments that allow you to move your feet and hands in virtual reality. They may also feature sensors that convert energy from hand movements and button presses into a signal that is transmitted to the headset and used for action. Some offer haptic feedback, which allows the user to feel physical sensations such as firing a gun in a VR game.

Virtual reality headsets contain display panels (one for each eye) housed in a frame that is strapped to the head over the eyes. They typically track movement so that the simulated images and videos are aligned with your actual field of view. Some headsets track more of your movements than others, which is measured in degrees of freedom.

Base stations are small portable rectangular boxes that serve as a point of reference for the headset and controllers when they are in motion. They flood the room with non-visible light that the headset and controllers intercept, then use the headset and controller sensors to determine where they are in relation to the base station.